diff options
author | chai <215380520@qq.com> | 2024-03-19 21:06:40 +0800 |
---|---|---|
committer | chai <215380520@qq.com> | 2024-03-19 21:06:40 +0800 |
commit | c743485dad2ca83e12d16326afc9c319e3169f9a (patch) | |
tree | bef7635defc8d48ffe64738a7ee598f43843f9c3 /ActiveRagdoll/Assets/TABG/Scripts/Action/Standing.cs | |
parent | 999a454764e91714847f531aee13903bfc31b0a9 (diff) |
*misc
Diffstat (limited to 'ActiveRagdoll/Assets/TABG/Scripts/Action/Standing.cs')
-rw-r--r-- | ActiveRagdoll/Assets/TABG/Scripts/Action/Standing.cs | 25 |
1 files changed, 23 insertions, 2 deletions
diff --git a/ActiveRagdoll/Assets/TABG/Scripts/Action/Standing.cs b/ActiveRagdoll/Assets/TABG/Scripts/Action/Standing.cs index 91365a4..dd9a62c 100644 --- a/ActiveRagdoll/Assets/TABG/Scripts/Action/Standing.cs +++ b/ActiveRagdoll/Assets/TABG/Scripts/Action/Standing.cs @@ -1,18 +1,19 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; +using UnityEngine.Windows; namespace Rigging.Action { - public class Standing : MonoBehaviour + public class Standing : RiggingActionBase { public Rigidbody[] rigsToLift; //Head, Torso public float force; - private void FixedUpdate() + protected override void OnFixedUpdate() { foreach (var rig in rigsToLift) { @@ -20,6 +21,26 @@ namespace Rigging.Action } } + + //private void Stand(AnimationCurve curve) + //{ + // float num = 0f; + // if (input.isCrouching) + // { + // num = 0.35f; + // } + // float max = forceCapCurve.Evaluate(forceCapTime); // 力的上限 + // RigidbodyMovment[] array = rigsToLift; + // foreach (RigidbodyMovment rigidbodyMovment in array) + // { + // // 施加一个向上的垂直向上的力,把角色吊起来 + // Vector3 forceDir = Vector3.up; + // float forceMagnitude = standingMulti * muscleMultiplier * rigidbodyMovment.force * Mathf.Clamp(curve.Evaluate(standingData.distanceToGround / base.transform.localScale.x + num + offset + moveData.slopeVelocityStrenght * -0.2f), -100f, max); + // rigidbodyMovment.rig.AddForce( + // forceDir * forceMagnitude, ForceMode.Acceleration); + // } + //} + } } |